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Messages - Jake

Pages: 1 ... 87 88 [89] 90 91 ... 102
1321
DF Modding / Re: Deadliest Nations [mod in progress]
« on: May 23, 2010, 07:40:34 pm »
Those two fist weapons could possibly use the Striker skill; don't think anyone's tested knuckledusters yet.

1322
DF Dwarf Mode Discussion / Re: Interesting dragon... feature?
« on: May 22, 2010, 09:05:43 am »
I think I'd better add a decontamination room to my list of things to build once I get .04 working. The simplest method would seem to be a large cistern with a retracting bridge at the bottom, with a place for the squad to stand underneath and some means to safely drain the contaminated water.

1323
DF Dwarf Mode Discussion / Re: Waterfall vs. Bolts
« on: May 22, 2010, 08:48:10 am »
One way of avoiding the worst of the splash problem might be to to channel out the floor behind the fortifications and create a drainage pipe leading out a few z-levels beneath, then cover the channel with floor grates.

The only problem I can forsee with this arrangement is that your marksdwarves will end up soaking wet; if it's a cold or freezing biome this could be problematic.

1324
DF Suggestions / Re: [ADVENTURE MODE] Weapon Preference
« on: May 22, 2010, 06:26:03 am »
Something like this for actual weapons would be good as well, at least when counterstriking. For weapons with more than one way to attack there really ought to be a way to select it every turn.

1325
DF Suggestions / Swordbelts and Backup Weapons
« on: May 22, 2010, 06:19:33 am »
The setup I'm envisioning is a sword-belt item, and a tag for entries in item_weapon enabling them to be put in it.

In fortress mode, you can assign your soldiers a sword-belt and choose which weapon goes into it, in addition to whatever their primary weapon happens to be. If that primary weapon breaks, gets stuck or they lose their grip on it then they draw their backup, and dwarves whose primary weapon is a crossbow drop it in favour of their backup when the enemy reaches an adjacent tile.

In adventure mode, owning a sword-belt should do all of the above, but also enable a "swap weapon" hotkey. If the weapon currently in hand has the sword-belt tag, it goes there ready to be swapped back when necessary; otherwise, it hits the ground.

If the Fighter stat does what I suspect it does, Toady could even implement a means for dwarves in Fortress mode to switch between melee weapons based on what would work best of their own accord.

1326
DF Modding / Re: The REALLY dumb ideas thread.
« on: May 05, 2010, 02:59:55 pm »
I modded the Piecemaker into .40d. Its ammunition did 800 GORE damage. Thanks to a series of misunderstandings and oversights on my part on my part, it became a goblin-only weapon.
That was the end of my "everyone has mining enabled, everyone gets an iron pick" experiment in fortress defence.

1327
DF Dwarf Mode Discussion / Re: Most inappropriate engravings
« on: May 05, 2010, 02:48:12 pm »
From a little-visited corner of the fortress that I was engraving just to give them something to do: "Engraved on the wall is a masterful image of purring maggots."
From what seemed like every fifth engraving thereafter: "Engraved on the wall is a (variable-quality) rendition of a Urist McHirst engraving of purring maggots."

On the other hand, this fortress was home to a particularly homicidal sturgeon known as Lulllegends The Chains of Execution -I think it got about four dwarves and several animals before I finally had an axedwarf take care of it- so I suppose I got off rather lightly.

1328
DF Suggestions / A Single Small Change
« on: May 01, 2010, 01:43:40 pm »
Two optional tags for ammunition, one saying something like [NOT_REUSABLE] and another letting us specify what gets left behind after the ammo is loosed.

With that, I shall have all the necessary means to satisfy the demand for realistic and balanced firearms and Toady One need never, ever hear about it again. Ever.

1329
I think marksdwarves can shoot upwards. If they can, you now have a workaround for the marksdwarf training bug.

1330
DF General Discussion / Re: Who would win?
« on: May 01, 2010, 10:14:22 am »
I'm going to sound like a bit of a newbie here, but how exactly did Captain Ironblood get to be such a legendary badass when searching both the Wiki and the forums for his name draw a blank?

1331
DF Dwarf Mode Discussion / Re: Idea for a monument?
« on: May 01, 2010, 10:04:22 am »
Six pyramids lining the route to your trade depot, as big as you care to make them. If you ever retrieve the bodies, put their tombs underneath.

1332
DF Dwarf Mode Discussion / Re: Advice on Mega Construction
« on: May 01, 2010, 09:59:19 am »
Don't forget to produce at least some trade goods; clothing or bone crafts are a good bet since the necessary raw materials are easily obtained, but any kind of stone or metal that you don't need for the project itself will do as well. Exported wealth helps attract migrants, and once you get two or three Legendary craftsdwarves you can cut back heavily on domestic food production.

And since you're still on .40d, go with 3dwarf. Stonesense can't really capture the sheer epic scale of a megaproject in the same way.

1333
DF General Discussion / Re: DF causing new MacBook Pros to overheat?
« on: April 30, 2010, 12:53:43 pm »
I run DF on a MacBook Pro, and the only time I've noticed actual performance problems due to heat were when I had my laptop on a soft, insulating surface like a bed.  It does get a bit uncomfortable trying to run processing-intensive apps with it in my lap.
Never, ever put it on either. The term 'laptop' has been a misnomer since they first got powerful enough to need a fan, the vents for which are usually on the bottom. There are safety features built in that should stop the excess heat building up to the point where something catches fire, but it's still bad for computing speed and overall processor life. (And your sperm count in the latter case, according to some sources.) Set it up on a tea tray or something.
No, I'm saying IE is a terrible browser by almost any measure, and unlike ATI cards, there's no cost to having two browsers on your computer, so why wasn't he using Firefox or Chrome rather than suffer through an IE incompatibility. That he toughed it out with IE suggests that his tolerance for poor functionality makes him a bad judge of what good functionality would look like. He seems to mistake good functional design as just being 'looks'.
Actually, from an end-user standpoint IE has been getting better lately. I still prefer Firefox overall, but having to use IE7 and above no longer makes me tear my hair out in frustration. As far as standards-compliance goes... I think I'll save that argument for the Magmawiki thread.

Oh, and if you have any choice in the matter, buy a desktop. Laptops are designed to be portable and sacrifice a lot to achieve that end. The most basic maintenance or upgrade tasks are many times harder -I have built PCs from scratch, excluding software, in the time it takes to get the back panel off a laptop- and points of failure that would take a desktop out of service for a couple of hours can force you to junk a laptop completely.

1334
DF Dwarf Mode Discussion / Re: Has anyone actually withstood hell yet?
« on: April 29, 2010, 06:49:44 pm »
Can the demons walk off the map once they reach the surface? That could be amusing.

And now I come to think of it, shouldn't opening a portal to Hell be a siege trigger if you somehow survive that long? You'd think your neighbours would be a bit upset about that sort of thing.

1335
DF Suggestions / Re: Morning star
« on: April 29, 2010, 03:54:45 pm »
Already in as a human and goblin weapon, can be added to the dwarven arsenal with an extremely minor mod. Doesn't really work all that well at present, however; you either hit with the spikes or the heavy part, not both at once.

Perhaps something like these?

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